Jump to content

Venomlord

Member
  • Posts

    34
  • Joined

  • Last visited

Reputation Activity

  1. Venomlord liked a post in a topic by WindHunter in Completed Tower Changes - Old Thread   
    Hatecaster and Artillery are currently hybrid pure cards and as such are only used in very limited circumstances. Generally speaking, a pure card is the pay-off for investing that many orbs into a faction. This is true either through higher stats and/or more complex and interesting abilities. Neither the Bandit nor Twilight faction have strong stationary defenses as part of their identities and in both cases the buildings are neither powerful nor interesting enough to warrant their current orb restrictions. We could buff both cards more, or we could make them more splashable. The nice thing about the orb change is that it means they will be used more frequently without us needing to make substantial number buffs to justify their current costs.
    Deepgorge is in the opposite position of Hatecaster and Artillery. If you read our Deep Dive on towers, you will recall we talked about wanting to make fortress cards like Deepgorge have a different feel to them than standard towers. Fortresses should be strong solitary defenses which can hold positions easily. Having a powerful self-sufficient defense fits the thematic identity of Stonekin well and so we have tried to improve Deepgorge to fulfill its intended role. 
    Volcano does not necessarily need to be made more splashable and at the same time it doesn't need to be so restricted. In previous discussions I have been pretty clear that I don't think loosening orb requirements should be used as a standard method of buffing a card. Instead, a card should be buffed to fulfill its current requirements. While I still fully agree with this, I think towers are a bit of a unique case due to how few of them exist in T4. If a player wants strong T4 defenses, they really don't have many options available. Some decks, especially decks with 2+ Shadow orbs, are forced to rely on T3 towers. While this is a minor issues right now since Necroblaster is the strongest tower in the game and because there are very few T4 defense situations currently in game, it will not always be like this. After we nerf Necroblaster and add new maps and game modes T4 defenses will be in higher demand. So opening up the few existing options to more decks seemed like the best idea. Also, given we are continually adding new cards to the game, we can always create more T4 towers later with higher restrictions when we have more time. 
    Outside of the new Fire RPvE, where you won't be using T3 towers to defend anyway, and the Colossus in position 4 of Titans, the change to Mindweaver has no effect. All T4 PvE units have power costs of 250p or less, while T5 units are not controllable anyway. What this change does is give us the ability to differentiate between units which can be controlled by Mindweaver and those which can only be controlled by Mind Control. Once the mind control mechanic changes occur, Mindweaver will be able to control more units than it does currently.
  2. Sanguiris liked a post in a topic by Venomlord in Completed Tower Changes - Old Thread   
    Really meaningful buffs and nerfs in my opinion, i really like it.
    Just one thing out of curiosity, why do you want to make Artillery, Hatecaster and Volcano more splashable but not Deepgorge?
  3. Venomlord liked a post in a topic by WindHunter in Completed Tower Changes - Old Thread   
    As we announced in our recent Towers Deep Dive, our faction design team has been working on performing a balance pass across all attack buildings in the game. Some of these changes are relatively minor, while other changes are more substantial. This thread will function as the main thread for all tower based discussion. Minor changes are included here, while major changes have their own threads linked to below. Please note that all changes proposed here are provisional and as such as subject to change. 
    Substantial Reworks and Balance Changes

    The following buildings have significant enough changes to warrant their own threads.
    Armored Tower Bandit Launcher Deepgorge Lost Launcher Necroblaster Rocket Tower Stronghold Splash Radius Changes 

    A majority of buildings will receive updates to their splash radius in line with the principles outlined in the Deep Dive. The followings towers will only have their splash radius increased. 
    Living Tower: 5m --> 10m Rioter's Retreat: 5m --> 8m Stone Hurler: 5m --> 8m Twilight Bombard: 10m --> 15m Minor Changes

    It is the general principle of the faction design team not to change abilities or introduce complex mechanics needlessly. Cards should generally perform a single function and perform that function well. A lot of the buildings in the game are already well-designed but lack sufficient stats or possess too strict of requirements. As such, we have opted wherever possible to introduce simple changes to bring the tower to the appropriate power level. All values below are U3. 
    Artillery
    1. Orb cost: 2 Shadow, 2 Fire --> 1 Shadow, 1 Fire, 2 Neutral
    2. Power cost: 190p --> 150p
    Frost Crystal
    1. Ice Shard (auto-attack):
       A. Damage: 72, up to 110 in total (637 dp20) --> 92, up to 138 in total (805 dp20)
       B. Splash radius: 5m --> 8m
    2. Frost Wave ability radius (active): 20m --> 25m
    Hammerfall
    1. Power cost: 150p --> 130p
    Hatecaster
    1. Orb cost: 2 Nature, 2 Fire --> 1 Nature, 1 Fire, 2 Neutral
    Howling Shrine
    1. New Passive, "Strong Supporter":  Counts as 4 connected entities for the sake of determining root network supports while out of combat. 
    2. Life points: 3160 --> 4260
    Infected Tower
    1. Slime Cannon (auto-attack):
       A. Damage: 114, up to 172 in total (1216 dp20) --> 124, up to 186 in total (1318 dp20)
       B. Splash Radius: 5m --> 8m
    2. Virus (active): Change spawning effect to check for population limit, so Infected Tower cannot be used to infinitely exceed the population cap. 
    Mindweaver
    1. Edict of Command (active): Restricted to units with a maximum of 300 power costs --> Restricted to units with a maximum of 250 power costs.
    2. Psionic Blast (auto-attack): 
       A. Damage: 250, up to 375 in total (2188 dp20) --> 290, up to 435 in total (2538 dp20)
       B. Splash radius: 5m --> 8m
    Time Vortex
    1. Life points: 2830 --> 1830
    2. Splash radius: 5m --> 8m
    3. Potentially tweak thresholds on shadow affinity (p) to make it a viable alternative in more scenarios.
    Tower of Flames
    1. Fire Ball (auto-attack): 
       A. Damage: 216, up to 324 in total (2430 dp20) --> 266, up to 399 in total (2993 dp20)
       B. Splash radius: 5m --> 10m
    Volcano
    1. Orb cost: 3 Fire, 1 Neutral --> 2 Fire, 2 Neutral
    2. Gifted Eruption Healing: 150 life points every second for 5 seconds --> 200 life points every second for 10 seconds.
  4. Majora liked a post in a topic by Venomlord in Community update #10 - August 28th 2021   
    Hey thank you for the update. I really like your ideas and efforts you put in this game, always a pleasure to read about it. 😁
  5. Dallarian liked a post in a topic by Venomlord in Community update #5 - June 19th 2021   
    Good first factions, espacially amii needs more. Cool that Frost is one of the first to get new cards aswell (Pure frost gang here). 🙂
     
    New artwork and the Icon looks really nice, well done. 
    Keep up the good work! 😉
  6. Majora liked a post in a topic by Venomlord in Community update #5 - June 19th 2021   
    Good first factions, espacially amii needs more. Cool that Frost is one of the first to get new cards aswell (Pure frost gang here). 🙂
     
    New artwork and the Icon looks really nice, well done. 
    Keep up the good work! 😉
  7. Nachtelb13 liked a post in a topic by Venomlord in [Seasonal Play] Massively increase gold & booster drop, wipe every # months   
    Keeping the game Fresh and making other strategies viable sounds good. But i dont like the idea of the endless returning wipe and buffing and nerfing Units just to make an artificially new Meta everytime so it fell new.

    Instead i would vote for balancing the game. Let the good Cards stay good but make bad/useless Cards more usefull.
    Right now some cards are clearly better then others and switching this very usefull cards to an useless card is of course extremly inefficient.
    To make the bad cards more usefull would give more varation, without losing the efficient of an deck.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use